![]() The third (center post) and fourth (extra ball) lights improve play, but the fifth (gravity) works against you by screwing with the ball's path. (Of course, you want to pass a ball through an out lane only when the lane's triangular yellow kicker light is lit.)Īlways keep lit three or four (but not five) hyperspace lights. ![]() Use the hyperspace chute shot to light four hyperspace lights, which raises the center post and lights the extra ball light in the out lanes. Use the yellow wormhole shot to get a replay as soon as you can. Try to always play from a position which minimizes the chance of ball drain and the penalty thereof: get a replay, raise the center post, and light the extra ball lights in the out lanes. Practice the left medal target shot and hitting the medal targets in general. Whenever you notice the red medal light is on (or even the blue medal light, if you're good at hitting the medal targets), start shooting for the medal targets. If you can drop these targets consistently, you can rack up several extra balls in short order. While that light is lit, each time you drop all three medal targets you're awarded another extra ball. The secret to a high-scoring game is the ability to consistently drop all three medal targets within a short time, lighting the purple medal light and earning an extra ball. Get multiple extra balls from the medal targets. Flip the ball off the right flipper near the flipper's tip. and the decompiler has misinterpreted it as a longlong because of the access patterns (64bit pointers).Extends the time available to complete a mission, and gives you a chance of putting the ball into the green wormhole. So I think this might be part of an initialization function for some property on top of a object that exists at *param_1. The 0x2b part I'm not sure about myself but it looks like some other kind of similar checks.Īnd actually then thinking about the way it's calling it, i'm wondering if this is actually from some C++ standard library code for doing stuff with a vtable, looking up the vtable entry and checking it's validity before calling it (in this case, location 0x18, and checking some kind of RTTI at 0x28 and 0x2b) and storing that it's been initialized in 0x21. From my memory, the windows ABI uses the first two bytes of functions for installing hooks/debugging by patching the first two bytes into some kind of jump (while originally being nops). This particular one looks like it's taking a function pointer in and checking if it's a valid function (not null) and then checking the first two bytes of the function. The sibling comment covers it a bit more in detail, but it's largely just some guessing and as much an art to figuring out what the types are or could be. (disclosure: per the child post, my original assumption that OpenRCT2 was copied out of Hex-Rays was inaccurate, since it was originally written in assembler it didn't follow a standard C ABI and the decompiler wouldn't work properly anyway). For example, OpenRCT2 started as a repository full of manually created source with Hex-Rays names and slowly evolved module-by-module into readable source code. Highly manual process, for some files it's just pattern matching / renaming and goes really quickly, for others it's full reimplementation and a bit harder.Īnd, if you look at most "decompiled game" projects, I think this is the industry standard way to do this. When I've done this in the past, it basically consists of:ġ) Decompile project using Ghidra/IDA, first pass.Ģ) Load symbols if present (sounds like there was a PDB for this one, which makes things a lot easier).ģ) Read decompilation/asm for unnamed subs and try to name them based on what they do.Ĥ) Export all decompiled source into an editor and start copy/paste/editing into readable source. ![]() ![]() I'm not aware of any good general-case automation for this.
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